He's died twice now without ever sheeping/pyroing my raid and it is a perfectly viable strategy to burn him through at high mana. It's repeatable and reliable, although it may or may not suit your raid. Don't spread misinformation.
He was responding to a post about using fire elementals to stop him from pyroing after a polymorph/drink.
He's died twice now without ever sheeping/pyroing my raid and it is a perfectly viable strategy to burn him through at high mana. It's repeatable and reliable, although it may or may not suit your raid. Don't spread misinformation.
I believe he meant that if you interrupt his drinking script, he's still going to pyro the raid.
At one point we thought, maybe we could interupt him before he drinks and he won't have the mana to pyro. If you vanish right as the sheep cast ends you can avoid being sheeped. You can walk up to him and smash his face in before he even drinks.
I had a few people (myself included) complain that we could barely see the Blizzard effect. I was only able to see one or two ice chunks hitting the ground which made it almost impossible to see where it was rotating. Only thing I could figure was that I play with my spell effects turned down to low - is that a factor?
I too play with spell effects turned way down, and I too feel like Blizzard's location is extremely poorly defined on my screen by the 2-3 ice chunks in the air, and no aura. It will be about 3 days before we're back at him and I can check - can anyone else check sooner?
DOT and rot.
Travian: Phased Weasel, -144 | 61, Damascus.
At one point we thought, maybe we could interupt him before he drinks and he won't have the mana to pyro. If you vanish right as the sheep cast ends you can avoid being sheeped. You can walk up to him and smash his face in before he even drinks.
The result:
He still pyros and he still gets full mana.
I'm not entirely sure what caused it, but on one of our attempts last night he only drank back up to about 60k.
I'm not entirely sure what caused it, but on one of our attempts last night he only drank back up to about 60k.
Regardless, I'd assume it'd be a good idea to let him get full if he's going to be sheep/pyroing anyway, assuming this was not some sort of bug that didn't involve raid member interference. Otherwise you might get 2 rounds of sheep/pyro. (Unless it's limited to one time only? Didn't read anything about that.)
Regardless, I'd assume it'd be a good idea to let him get full if he's going to be sheep/pyroing anyway, assuming this was not some sort of bug that didn't involve raid member interference. Otherwise you might get 2 rounds of sheep/pyro. (Unless it's limited to one time only? Didn't read anything about that.)
In beta we let him go down to 0 twice just to see what would happen. I believe he started using mana gems or something. He was definitely gaining mana without drinking again though.
Groups with warlocks will find it much easier to brute-force Aran before he goes OOM; even so, it's been my experience that stopping DPS to let him drink before elementals spawn, then dealing with the elementals, tends to be the safer route. At least, this is the case when the MT is changing to a healing role.
I've got a quick question, how many people do groups typically have healing on Aran? We brought a priest, resto druid, and a 0/32/29 shaman with us, and the shaman kept mentioning that he could never get a heal off before someone else got them. The other healers just said to go melee, leaving us with only 2 healers for the fight.
It was our first kill, http://www.anti-sense.com/AranKill/ and we killed him before a poly/pyro. It was messy, but it was only our second time seeing the elementals despawn, the first time being with I think 1 person left alive.
We usually bring 4 healers for all of Karazhan, Aran included. We've only been poly'ed on a kill once, and it was at 4% after the elementals had despawned. Three healers is certainly doable, but having the extra HPS for when the elementals are out and decide to beat down one person can be a godsend.
I guess you have to tailor it to where your problem is. Are people dying early, or is the poly/pyro causing you problems? Then again, you could always cheese it with 6 rogues and 4 healers.
We usually bring 4 healers for all of Karazhan, Aran included. We've only been poly'ed on a kill once, and it was at 4% after the elementals had despawned. Three healers is certainly doable, but having the extra HPS for when the elementals are out and decide to beat down one person can be a godsend.
I guess you have to tailor it to where your problem is. Are people dying early, or is the poly/pyro causing you problems? Then again, you could always cheese it with 6 rogues and 4 healers.
Bringing a hybrid dps to Aran is a very good idea. I usually shift out of forms and burn most of my mana on healing when the elementals spawn, leaving just enough to switch back into forms and start dps'ing again.
I play with spell effects right down too (even though I shouldn't really have to on a 9800 Pro), and if I get caught in a Blizzard I typically either wasn't watching or blundered into it. There's one 'ice chunk' that comes down first, 3-5 seconds before the Blizzard itself starts, and if you're anywhere near that, move.
edit: stupid question, I know ... but if I get caught in a Blizzard (moves clockwise), should I move through the center of the room, or move counterclockwise and 'run against it'?
Running against the blizzard is pretty bad from my experience, as you'll get slowed and eventually dead, unless someone is spam healing you.
Instead, I tell our ranged crowd to just make a V shape: duck into the middle and then immediately back out to where the blizzard originated. Minimum time moving, maximum time safe.
I was laughing so hard when he pulled out a Mana Pot instead of drinking a second time when he got low on Mana.. almost ruined the already shitty attempt/kill ;P
I play with spell effects right down too (even though I shouldn't really have to on a 9800 Pro), and if I get caught in a Blizzard I typically either wasn't watching or blundered into it. There's one 'ice chunk' that comes down first, 3-5 seconds before the Blizzard itself starts, and if you're anywhere near that, move.
edit: stupid question, I know ... but if I get caught in a Blizzard (moves clockwise), should I move through the center of the room, or move counterclockwise and 'run against it'?
I personally favour simply running through the center of the room; there's very little reason not to, you won't be casting heals when you're in the Blizzard anyway, so passing through an area with periodic counterspells (Where you won't be casting much either) will make very little difference.
I also find it a best practice in general to stay just outside of the counterspell range, it means you have to move smaller distances to avoid Blizzard.
buff /bʌf/ Pronunciation[buhf]
–verb (used with object)
- to reduce or deaden the force of
While the thread is still on the first page: What's the value tradeoff for "overloading" a school with two interrupters, versus giving each interrupter one school?
Last time we killed Aran, we had a rogue, warrior, and mage for interruption. We had the warrior and rogue rotate interruptions on fire, had the mage interrupt frost when possible, and left arcane open. We got him, but we had to go through a poly/pyro cycle.
Are we "wasting" interrupts by putting the warrior and rogue on the same school? If we gave them each their own school to "solo", they wouldn't be able to keep it locked out all the time on their own, but it seems to me they'd spend less time waiting for a spellcast with their kick/pummel fully cooled down, which might result in more overall lockouts.
And then... we could just put the mage on arcane? Or have him just CS fire or frost whenever he can and not worry about "wasting" kick/pummel cooldowns when that happens?
My comrades are my weapons, and I am their shield.
Don't assign schools to people, this was our mistake as well when we first started him. Instead assign an interrupt rotation, and have each person interrupt either fire of frost when it's their turn.
And then... we could just put the mage on arcane? Or have him just CS fire or frost whenever he can and not worry about "wasting" kick/pummel cooldowns when that happens?
Well, I don't believe you ever want to interrupt arcane unless you have extra interrupts, and even then I wouldn't advise it. The mana is used up right away on those, so if you interrupt it you are causing him to start another spell sooner and instead of him using less mana, he is going to use more.
I wouldn't want to interrupt arcane. First it doesn't save any mana, second it makes him run into your ranged camps and start meleeing and aoe counterspelling.
I suppose with enough interrupts and a solid tank holding him in the center it could be feasible to interrupt everything and maintain aggro on the tank, but to me that would require raid stacking to ensure you had enough interrupts, attention to aggro, so lower dps, and all it would save would be some healing on the AM target.
To me, the AMs are what ensure he stays anchored in place, and they ensure he's not spending mana on another spell for the duration that they're channeling. He'll probably run OOM faster if you're CSing the AMs than if you're letting them fully cast.
Right, that's why we haven't been interrupting arcane at all. I was just wondering what to do with the mage if we split the warrior and rogue to handle one school each.
However, I think Pyrul has given me the key. Thanks!
My comrades are my weapons, and I am their shield.
While the thread is still on the first page: What's the value tradeoff for "overloading" a school with two interrupters, versus giving each interrupter one school?
Last time we killed Aran, we had a rogue, warrior, and mage for interruption. We had the warrior and rogue rotate interruptions on fire, had the mage interrupt frost when possible, and left arcane open. We got him, but we had to go through a poly/pyro cycle.
Are we "wasting" interrupts by putting the warrior and rogue on the same school? If we gave them each their own school to "solo", they wouldn't be able to keep it locked out all the time on their own, but it seems to me they'd spend less time waiting for a spellcast with their kick/pummel fully cooled down, which might result in more overall lockouts.
And then... we could just put the mage on arcane? Or have him just CS fire or frost whenever he can and not worry about "wasting" kick/pummel cooldowns when that happens?
If I were you, with that group comp, I would say, keep the warrior and rogue on primary interrupts because of their short cooldowns, I would get the mage to stay as backup in case either missed, or in case one of them came dangerously close to casting.
The kick/pummel cooldowns are like 1/3 of the cooldown of CS, and CS has the benefit of being off the GCD, so I would save the long CD instant cast spell for those oh-damn moments, and use the typical kick/pummel for the standard interrupts.
Interrupting Arcane Missiles can be useful in select situations, though: Arcane Missiles is the nuke that does the most target to one person total in one "cast", almost double of what Fireball/Frostbolt does (~7500 vs ~4500). If your healers aren't on the ball and/or you're in a melee-heavy group and can ensure that a melee will be top on the threat meters to keep Aran in the middle of the room, it might be a good idea. It's really only very situational, though.